Is there a "smarter enemies" mod?
Moderator: Graf Zahl
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Is there a "smarter enemies" mod?
Is there any kind of mod or package that improves monster ai or behavior at all?
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Re: Is there a "smarter enemies" mod?
I would like this to hava : )
- Rex Claussen
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Re: Is there a "smarter enemies" mod?
The closest thing you're likely to get to a "smarter enemy" is an ally (using the +FRIENDLY flag in DECORATE), enemies that are controlled by Thing_Hate, and enemies that follow patrol routes. All of these are scripted, and don't allow for truly independent AI.
- Enjay
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Re: Is there a "smarter enemies" mod?
I know this doesn't really help the OP but the thread reminded me of a technique that is really nice...
If you have a corridor where you can guarantee the player coming from a particular direction, you can have an enemy in an alcove or something off to the side but facing the direction that the player is coming from (and dormant). Then, as the player approaches, activate the enemy, thrust the enemy sideways into the corridor and put him into his attack state (works very well with chaingunners).
This gives the effect of an enemy sitting waiting to pounce on the player and ambushing him.
If you have a corridor where you can guarantee the player coming from a particular direction, you can have an enemy in an alcove or something off to the side but facing the direction that the player is coming from (and dormant). Then, as the player approaches, activate the enemy, thrust the enemy sideways into the corridor and put him into his attack state (works very well with chaingunners).
This gives the effect of an enemy sitting waiting to pounce on the player and ambushing him.
- Gez
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Re: Is there a "smarter enemies" mod?
It would be very difficult to make the enemies smarter because the AI system is extremely simple and there's pretty much no way to make monsters aware of their environment.
At best, you can make them more aware of their target (i.e.: the player). You can make them change tactics depending on the distance between them and their target, and on their own health. With more advanced tricks (ACS) it might be possible to make them adapt their tactics depending on what weapon their target (if a player) is currently using; how much health their target has left, what armor rating protects them, etc.
But all that thing will require huge state lists and a lot of A_Jump* checks and it will still be thwarted easily by a closing door, a trench, or a pillar -- to say nothing about a crusher.
At best, you can make them more aware of their target (i.e.: the player). You can make them change tactics depending on the distance between them and their target, and on their own health. With more advanced tricks (ACS) it might be possible to make them adapt their tactics depending on what weapon their target (if a player) is currently using; how much health their target has left, what armor rating protects them, etc.
But all that thing will require huge state lists and a lot of A_Jump* checks and it will still be thwarted easily by a closing door, a trench, or a pillar -- to say nothing about a crusher.